Syma is the spiritual successor to Scima Invasion Crew (SIC). While SIC was fun to play about with the concept, after a while I started to feel like I was cramping it’s style by trying to cram too much extra stuff in when there was no plan for it in the original. SIC was, after all, designed as a two-day-to-make game.
Syma is a reimagining of that concept in the form of a Hub-Based Missions system that allows me to glue on extra content whenever and wherever I feel like it, as I come up with it, without affecting the style or theme of the game.
Overall it contains most of the basic stuff that SIC had, but in a much neater and more refined way, as well as containing several new tilesets, classes, scripts and challenges!
I consider the game technically complete, as the core gameplay is all there and working: the missions, classes, skills, levels etc. Everything fundamental is there and working, and from now on there’ll only be additions and updates. Instead of try to just pointlessly define when it’s completed and never update it again, I’ve decided to declare it complete now, and update it MMO style every so often as I come up with new content in the guise of “Episodes”.
Not that there’s nothing in it already! By now, it’s already in Episode V and includes hours of gameplay and over a dozen missions, and Episode VI includes more classes, side missions and more options overall.
Since I update it just as and when I feel there’s enough new content to justify an update, I don’t want to have to sit and reupload stuff to Mediafire every time then run around updating hyperlinks, so instead of focussing my attention on RMN, where I can just update the file freely and easily. RMN also has more screenies than I have on this blog, as well as more in-depth information and better coverage of the features:
